I reflected on the thread topic overnight, and thought I'd write more about it.
First, I think that this topic (character backgrounds) is only really applicable to D&D and D&D-like games, which, you know, is also why it is in the D&D forum. So with that in mind, I'd relate a little about my personal experience, which may be interesting but does not apply to everyone here.
In my experience, character backgrounds in early D&D (OD&D, B/X, 1e) were pretty
de minimis. In fact, when I play OSR/1e today, character backgrounds are still very minimal- if they exist at all. A character I rolled a while back, for example, had two distinguishing characteristics- a really high strength, and a notably sub-average intelligence (as well as a not-so-great wisdom). His background? He found a two-handed sword while drunkenly wandering in an alley, and ... that's it!
The question is ... why? Why such minimal backgrounds? I think that there are a number of reasons for it. I'd argue that the norms of gameplay and the system itself provided implicit direction for such minimal backgrounds. Obviously, there were no backgrounds- that helped.
But just as importantly, alignment had mechanical effects (which was a "RP" stricture). Characters started with almost no abilities that had to be "explained" with a background. Class abilities were not bespoke and there was no ability to customize with feats. There wasn't the idea of "builds" for a "character concept." And characters became customized and differentiated through items and experiences- the backgrounds literally didn't matter, because they started from zero and became revealed through the adventure. Why bother with a customized background and an idea about the character as a great ... I dunno, master of the whip when you might find a magic trident? You didn't invest any authorial intent in crafting a detailed backstory, since all that mattered what was revealed during play.
On the other hand, when I play 5e I do enjoy writing up a background. Because 5e
is different. I have to make sense of the character
that I am building. A character that has a specific origin, feats, class, and, yes, background. Some ...
concept ... that brings these disparate elements together into a thematic whole. And I don't roll randomly for abilities- I choose them. My mind needs to make sense of it all, and I do it through a story ... a narrative background, that ties it together. So I craft a backstory (that I am sure no one else reads) for any 5e character that I make that allows me to make sense of the character.
So ... with that in mind, do I make happy characters? Eh, not really. But I'd argue that there's two reasons for that- personal, and structural. The first doesn't apply outside of, um, me, so I'll just briefly explain it. The second is ... well, my musings on the topic, and may or may not be true. Give it a test drive everyone (and
@Hussar ) and tell me what you think.
A. Personal- I find the tension in characters that are forced to follow a "code" (a personal code, an oath, a pact, a set of strictures, etc.) that is often "black or white" with the complexity of moral choices in a gray world often provokes interesting roleplaying choices and leads to unexpected character growth, and for that reason I often play characters that are "lawful" or are otherwise bound in some way in order to see how it plays out. The nature of how they came to that code (or bond) is usually not because they are well-adjusted, happy, and otherwise lovin' life. Not always! But more often than not.
B. Structural. Others have touched on this, but I think that non-happy backgrounds will
generally be more common. Part of this is that there are certain
options in 5e that lend themselves to non-happy backgrounds. Warlocks (pacts). Oath of Vengenace. Hermit background. Heck, if you still use the traits/flaws table, you can look at that list and see how a lot of the choices ... speak to a certain darkness. Which makes sense! Why?
Because they are backgrounds. In other words, most of us, when looking at our characters, are imagining some kind of
discontinuity- in other words, "The character was doing X, and then Y happened, and that was the call to adventure!" The Y in that case is the discontinuity, and is usually the source of conflict or upheaval. A lot of people go with some kind of cliche (the monastery burned down, the family was killed, the nation was invaded, etc.), but as a usual rule, you are looking for some kind of event that caused the character to go, "I am no longer living my old life, but I am going forth to save the world / kill things and take their stuff!"
That doesn't
preclude the happy life. But it does make it somewhat harder to justify a narrative. "I had a great life. Nothing wrong. Everything great. So ... I decided to change everything, leave my happy and comfortable life behind, and set forth with these four people I just met! No, not crazy at all." Not impossible by any means, and I've seen people (including one I'm thinking of that is on PbP) do it well on a regular basis. But it's not ... it's not the first thing that will spring to mind.
Just my two cents. Well, you know me- it's more like a quarter.